/*
Copyright (C) 1996-1997 Id Software, Inc.

This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.

This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.

See the GNU General Public License for more details.

You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.

*/
// snd_dma.c -- main control for any streaming sound output device

#include "quakedef.h"

#ifdef _WIN32
#include "winquake.h"
#endif

#ifdef OPENAL
#include <alut.h>

#  ifndef __MINGW32__
void checkerror()
{
    int err = alGetError();
    if ( err != AL_NO_ERROR )
    {
        _asm { int 3 };
    }
}
#  else
void checkerror()
{
}
#  endif

#endif


void S_Play(void);
void S_PlayVol(void);
void S_SoundList(void);
void S_Update_(void);
void S_StopAllSoundsC(void);

// =======================================================================
// Internal sound data & structures
// =======================================================================

channel_t   channels[MAX_CHANNELS];
#ifdef OPENAL
unsigned int alBuffers[MAX_CHANNELS];
unsigned int alSources[MAX_CHANNELS];
#endif

int			    total_channels;

int				snd_blocked = 0;
static qboolean	snd_ambient = 1;
qboolean		snd_initialized = false;

// pointer should go away
volatile dma_t  *shm = 0;
volatile dma_t  sn;

vec3_t		listener_origin;
vec3_t		listener_forward;
vec3_t		listener_right;
vec3_t		listener_up;
vec_t		sound_nominal_clip_dist=1000.0;

int			soundtime;		// sample PAIRS
int   		paintedtime; 	// sample PAIRS


#define MAX_SFX		4096 //Increased from 512 to 4096 - Eradicator
sfx_t		*known_sfx;		// hunk allocated [MAX_SFX]
int			num_sfx;

sfx_t		*ambient_sfx[NUM_AMBIENTS];

int 		desired_speed = 22050; //Better sample rate (once 11025) - Eradicator
int 		desired_bits = 16;

int sound_started=0;

cvar_t bgmvolume = {"bgmvolume", "1", true};
cvar_t volume = {"volume", "0.7", true};

cvar_t nosound = {"nosound", "0"};
cvar_t precache = {"precache", "1"};
cvar_t loadas8bit = {"loadas8bit", "0"};
cvar_t bgmbuffer = {"bgmbuffer", "4096"};
cvar_t ambient_level = {"ambient_level", "0.3"};
cvar_t ambient_fade = {"ambient_fade", "100"};
cvar_t snd_noextraupdate = {"snd_noextraupdate", "0"};
cvar_t snd_show = {"snd_show", "0"};
cvar_t _snd_mixahead = {"_snd_mixahead", "0.1", true};
cvar_t snd_reversestereo = {"snd_reversestereo", "0", true}; //Reverse Stereo - Eradicator


// ====================================================================
// User-setable variables
// ====================================================================


//
// Fake dma is a synchronous faking of the DMA progress used for
// isolating performance in the renderer.  The fakedma_updates is
// number of times S_Update() is called per second.
//

qboolean fakedma = false;
int fakedma_updates = 15;

void S_AmbientOff (void)
{
    snd_ambient = false;
}

void S_AmbientOn (void)
{
    snd_ambient = true;
}

void S_SoundInfo_f(void)
{
    if (!sound_started || !shm)
    {
        Con_Printf ("sound system not started\n");
        return;
    }
    Con_Printf("%5d stereo\n", shm->channels - 1);
    Con_Printf("%5d samples\n", shm->samples);
    Con_Printf("%5d samplepos\n", shm->samplepos);
    Con_Printf("%5d samplebits\n", shm->samplebits);
    Con_Printf("%5d submission_chunk\n", shm->submission_chunk);
    Con_Printf("%5d speed\n", shm->speed);
    Con_Printf("0x%x dma buffer\n", shm->buffer);
    Con_Printf("%5d total_channels\n", total_channels);
}

/*
================
S_Startup
================
*/
void S_Startup (void)
{
    int		i, rc;

    if (!snd_initialized) return;

    if (!fakedma)
    {

// OPENAL
#ifndef OPENAL
        rc = SNDDMA_Init();

        if (!rc)
        {
#ifndef	_WIN32
            Con_Printf("S_Startup: SNDDMA_Init failed.\n");
#endif
            sound_started = 0;
            return;
        }
#else
        alutInit(0, NULL);

        checkerror();

        // Create sources and buffers...
        for ( i = 0; i < MAX_CHANNELS; i++ )
        {
            alBuffers[i] = 0;
            alGenSources(1, &alSources[i]);
            checkerror();
            alSourcef(alSources[i], AL_REFERENCE_DISTANCE, 200.0f);
            checkerror();
        }
        shm = (void *) Hunk_AllocName(sizeof(*shm), "shm");
        shm->channels = 2;
        shm->speed = 11025;
        shm->samplebits = 16;
#endif
    }
    sound_started = 1;
}

/*
================
S_Init
================
*/
void S_Init (void)
{
    Con_Printf("\nSound Initialization\n");

    if (COM_CheckParm("-nosound"))
        return;

    if (COM_CheckParm("-simsound"))
        fakedma = true;

    Cmd_AddCommand("play", S_Play);
    Cmd_AddCommand("playvol", S_PlayVol);
    Cmd_AddCommand("stopsound", S_StopAllSoundsC);
    Cmd_AddCommand("soundlist", S_SoundList);
    Cmd_AddCommand("soundinfo", S_SoundInfo_f);

    Cvar_RegisterVariable(&nosound, NULL);
    Cvar_RegisterVariable(&volume, NULL);
    Cvar_RegisterVariable(&precache, NULL);
    Cvar_RegisterVariable(&loadas8bit, NULL);
    Cvar_RegisterVariable(&bgmvolume, NULL);
    Cvar_RegisterVariable(&bgmbuffer, NULL);
    Cvar_RegisterVariable(&ambient_level, NULL);
    Cvar_RegisterVariable(&ambient_fade, NULL);
    Cvar_RegisterVariable(&snd_noextraupdate, NULL);
    Cvar_RegisterVariable(&snd_show, NULL);
    Cvar_RegisterVariable(&_snd_mixahead, NULL);
    Cvar_RegisterVariable(&snd_reversestereo, NULL); //Reverse Stereo - Eradicator

    if (host_parms.memsize < 0x800000)
    {
        Cvar_Set ("loadas8bit", "1");
        Con_Printf ("loading all sounds as 8bit\n");
    }
    snd_initialized = true;

    S_Startup ();

    SND_InitScaletable ();

    known_sfx = Hunk_AllocName (MAX_SFX * sizeof(sfx_t), "sfx_t");
    num_sfx = 0;

// create a piece of DMA memory

    if (fakedma)
    {
        shm = (void *) Hunk_AllocName(sizeof(*shm), "shm");
        shm->splitbuffer = 0;
        //shm->samplebits = 16;
        if (COM_CheckParm("-sndbits")) //Better sample bits (once 16) - Eradicator
        {
            shm->samplebits = Q_atoi(com_argv[COM_CheckParm("-sndbits")+1]);
        }
        else
        {
            shm->samplebits = 16;
        }
        if (COM_CheckParm("-sndspeed")) //Better sample rate (once 11025) - Eradicator
        {
            shm->speed = Q_atoi(com_argv[COM_CheckParm("-sndspeed")+1]);
        }
        else
        {
            shm->speed = 22050;
        }
        //shm->channels = 2;
        if (COM_CheckParm("-sndchannels")) //Better sound channels (once 2) - Eradicator
        {
            shm->channels = Q_atoi(com_argv[COM_CheckParm("-sndchannels")+1]);
        }
        else
        {
            shm->channels = 2;
        }
        shm->samples = 32768;
        shm->samplepos = 0;
        shm->soundalive = true;
        shm->gamealive = true;
        shm->submission_chunk = 1;
        shm->buffer = Hunk_AllocName(1<<16, "shmbuf");
    }

    if ( shm )
    {
        Con_Printf ("Sound sampling rate: %i\n", shm->speed);
    }

    // provides a tick sound until washed clean
    ambient_sfx[AMBIENT_WATER] = S_PrecacheSound ("ambience/water1.wav");
    ambient_sfx[AMBIENT_SKY] = S_PrecacheSound ("ambience/wind2.wav");

    S_StopAllSounds (true);
}


// =======================================================================
// Shutdown sound engine
// =======================================================================

void S_Shutdown(void)
{
#ifdef OPENAL
    int i;
#endif
    if (!sound_started)
        return;

    if (shm)
        shm->gamealive = 0;

    shm = 0;
    sound_started = 0;

    if (!fakedma)
    {
// OPENAL
#ifndef OPENAL
        SNDDMA_Shutdown();
#else
        for ( i = 0; i < MAX_CHANNELS; i++ )
        {
            if ( alBuffers[i] != 0 )
            {
                alSourceStop(alSources[i]);
                checkerror();
                alSourcei(alSources[i], AL_BUFFER, 0);
                checkerror();
                alDeleteBuffers(1, &alBuffers[i]);
                checkerror();
            }
            alDeleteSources(1, &alSources[i]);
            checkerror();
        }
        alutExit();
        checkerror();
#endif
    }
}


// =======================================================================
// Load a sound
// =======================================================================

/*
==================
S_FindName

==================
*/
sfx_t *S_FindName (char *name)
{
    int		i;
    sfx_t	*sfx;

    if (!name)
        Sys_Error ("S_FindName: NULL\n");

    if (Q_strlen(name) >= MAX_QPATH)
        Sys_Error ("Sound name too long: %s", name);

// see if already loaded
    for (i=0 ; i < num_sfx ; i++)
    {
        if (!Q_strcmp(known_sfx[i].name, name))
        {
            return &known_sfx[i];
        }
    }

    if (num_sfx == MAX_SFX)
    {
        Sys_Error ("S_FindName: out of sfx_t");
    }
    sfx = &known_sfx[i];

    strncpy (sfx->name, name, sizeof(sfx->name) -1);

    num_sfx++;

    return sfx;
}

/*
==================
S_TouchSound

==================
*/
void S_TouchSound (char *name)
{
    sfx_t	*sfx;

    if (!sound_started) return;
    sfx = S_FindName (name);
    Cache_Check (&sfx->cache);
}

/*
==================
S_PrecacheSound

==================
*/
sfx_t *S_PrecacheSound (char *name)
{
    sfx_t	*sfx;

    if (!sound_started || nosound.value)
    {
        return NULL;
    }
    sfx = S_FindName (name);

// cache it in
    if (precache.value)
    {
        S_LoadSound (sfx);
    }
    return sfx;
}


//=============================================================================

/*
=================
SND_PickChannel
=================
*/
channel_t *SND_PickChannel(int entnum, int entchannel)
{
    int ch_idx;
    int first_to_die;
    int life_left;

// Check for replacement sound, or find the best one to replace
    first_to_die = -1;
    life_left = 0x7fffffff;

    for (ch_idx=NUM_AMBIENTS ; ch_idx < NUM_AMBIENTS + MAX_DYNAMIC_CHANNELS ; ch_idx++)
    {
        // channel 0 never overrides
        if (entchannel != 0	&& channels[ch_idx].entnum == entnum && (channels[ch_idx].entchannel == entchannel || entchannel == -1) )
        {
            // allways override sound from same entity
            first_to_die = ch_idx;
            break;
        }

        // don't let monster sounds override player sounds
        if (channels[ch_idx].entnum == cl.viewentity && entnum != cl.viewentity && channels[ch_idx].sfx) continue;

        if (channels[ch_idx].end - paintedtime < life_left)
        {
            life_left = channels[ch_idx].end - paintedtime;
            first_to_die = ch_idx;
        }
    }

    if (first_to_die == -1)
        return NULL;

    if (channels[first_to_die].sfx)
        channels[first_to_die].sfx = NULL;

    return &channels[first_to_die];
}

/*
=================
SND_Spatialize
=================
*/
void SND_Spatialize(channel_t *ch)
{
    vec_t	    dot;
    vec_t	    dist;
    vec_t	    lscale, rscale, scale;
    vec3_t	    source_vec;
    sfx_t       *snd;
    int         channum;
    float       zero[3] = { 0, 0, 0 };
// OPENAL
#ifdef OPENAL
    channum = ch - channels;

// anything coming from the view entity will allways be full volume
    if (ch->entnum == cl.viewentity)
    {
        ch->leftvol = ch->master_vol;
        ch->rightvol = ch->master_vol;
        alSourcefv(alSources[channum], AL_POSITION, listener_origin);
        checkerror();
        alSourcefv(alSources[channum], AL_VELOCITY, zero);
        checkerror();
        return;
    }
    alSourcefv(alSources[channum], AL_POSITION, ch->origin);
    checkerror();
    alSourcefv(alSources[channum], AL_VELOCITY, zero);
    checkerror();
#else
    if (ch->entnum == cl.viewentity)
    {
        ch->leftvol = ch->master_vol;
        ch->rightvol = ch->master_vol;
        return;
    }
#endif

// calculate stereo seperation and distance attenuation

    snd = ch->sfx;
    VectorSubtract(ch->origin, listener_origin, source_vec);

    dist = Normalize(source_vec) * ch->dist_mult;

    dot = DotProduct(listener_right, source_vec);

    if (shm->channels == 1)
    {
        rscale = 1.0;
        lscale = 1.0;
    }
    else
    {
        rscale = 1.0 + dot;
        lscale = 1.0 - dot;
    }

// add in distance effect
    scale = (1.0 - dist) * rscale;
    ch->rightvol = (int) (ch->master_vol * scale);
    if (ch->rightvol < 0)
        ch->rightvol = 0;

    scale = (1.0 - dist) * lscale;
    ch->leftvol = (int) (ch->master_vol * scale);
    if (ch->leftvol < 0)
        ch->leftvol = 0;
}


// =======================================================================
// Start a sound effect
// =======================================================================

void S_StartSound(int entnum, int entchannel, sfx_t *sfx, vec3_t origin, float fvol, float attenuation)
{
    channel_t   *target_chan, *check;
    sfxcache_t	*sc;
    int		    vol;
    int		    ch_idx;
    int		    skip;
    int         channum;

    if (!sound_started) return;

    if (!sfx) return;

    if (nosound.value) return;

    vol = fvol*255;

// pick a channel to play on
    target_chan = SND_PickChannel(entnum, entchannel);

    if (!target_chan) return;

    channum = target_chan - channels;

// spatialize
    memset (target_chan, 0, sizeof(*target_chan));
    VectorCopy(origin, target_chan->origin);
    target_chan->dist_mult = attenuation / sound_nominal_clip_dist;
    target_chan->master_vol = vol;
    target_chan->entnum = entnum;
    target_chan->entchannel = entchannel;
    SND_Spatialize(target_chan);

    if (!target_chan->leftvol && !target_chan->rightvol)
        return;		// not audible at all

// new channel
    sc = S_LoadSound (sfx);
    if (!sc)
    {
        target_chan->sfx = NULL;
        return;		// couldn't load the sound's data
    }

    target_chan->sfx = sfx;
    target_chan->pos = 0.0;
    target_chan->end = paintedtime + sc->length;

// if an identical sound has also been started this frame, offset the pos
// a bit to keep it from just making the first one louder
    check = &channels[NUM_AMBIENTS];

    for (ch_idx=NUM_AMBIENTS ; ch_idx < NUM_AMBIENTS + MAX_DYNAMIC_CHANNELS ; ch_idx++, check++)
    {
        if (check == target_chan)
            continue;
        if (check->sfx == sfx && !check->pos)
        {
            //Fixed skip calculations - Eradicator
            skip = 0.1 * shm->speed;
            if (skip > sc->length)
                skip = sc->length;
            if (skip > 0)
                skip = rand() % skip;
            target_chan->pos += skip;
            target_chan->end -= skip;
            break;
        }
    }

#ifdef OPENAL
    if ( alBuffers[channum] != 0 )
    {
        alSourceStop(alSources[channum]);
        checkerror();
        alSourcei(alSources[channum], AL_BUFFER, 0);
        checkerror();
        alDeleteBuffers(1, &alBuffers[channum]);
        checkerror();
    }
    alGenBuffers(1, &alBuffers[channum]);
    checkerror();

    if ( sc->width == 2 )
    {
        if ( sc->stereo )
        {
            alBufferData(alBuffers[channum], AL_FORMAT_STEREO16, &sc->data[0], sc->length*2, sc->speed);
            checkerror();
        }
        else
        {
            alBufferData(alBuffers[channum], AL_FORMAT_MONO16, &sc->data[0], sc->length*2, sc->speed);
            checkerror();
        }
    }
    else
    {
        if ( sc->stereo )
        {
            alBufferData(alBuffers[channum], AL_FORMAT_STEREO8, &sc->data[0], sc->length, sc->speed);
            checkerror();
        }
        else
        {
            alBufferData(alBuffers[channum], AL_FORMAT_MONO8, &sc->data[0], sc->length, sc->speed);
            checkerror();
        }
    }
    alSourcei(alSources[channum], AL_BUFFER, alBuffers[channum]);
    checkerror();
    alSourcef(alSources[channum], AL_PITCH, 1.0f);
    checkerror();
    alSourcef(alSources[channum], AL_GAIN, 1.0f);
    checkerror();
    alSourcei(alSources[channum], AL_LOOPING, AL_FALSE);
    checkerror();
    alSourcePlay(alSources[channum]);
    checkerror();
#endif
}

void S_StopSound(int entnum, int entchannel)
{
    int i;

    for (i=0 ; i<MAX_DYNAMIC_CHANNELS ; i++)
    {
        if (channels[i].entnum == entnum
                && channels[i].entchannel == entchannel)
        {
            channels[i].end = 0;
            channels[i].sfx = NULL;
#ifdef OPENAL
            alSourceStop(alSources[i]);
            checkerror();
#endif
            return;
        }
    }
}

void S_StopAllSounds(qboolean clear)
{
    int		i;

    if (!sound_started) return;

    total_channels = MAX_DYNAMIC_CHANNELS + NUM_AMBIENTS;	// no statics

    for (i=0 ; i<MAX_CHANNELS ; i++)
    {
#ifdef OPENAL
        alSourceStop(alSources[i]);
        checkerror();
#endif
        if (channels[i].sfx)
        {
            channels[i].sfx = NULL;
        }
    }
    Q_memset(channels, 0, MAX_CHANNELS * sizeof(channel_t));

    if (clear)
    {
        S_ClearBuffer ();
    }
}

void S_StopAllSoundsC (void)
{
    S_StopAllSounds (true);
}

void S_ClearBuffer (void)
{
    int		clear;

#ifdef _WIN32
    if (!sound_started || !shm || (!shm->buffer && !pDSBuf))
#else
    if (!sound_started || !shm || !shm->buffer)
#endif
        return;

    if (shm->samplebits == 8)
        clear = 0x80;
    else
        clear = 0;

#ifdef _WIN32
    if (pDSBuf)
    {
        DWORD	dwSize;
        DWORD	*pData;
        int		reps;
        HRESULT	hresult;

        reps = 0;

        while ((hresult = pDSBuf->lpVtbl->Lock(pDSBuf, 0, gSndBufSize, &pData, &dwSize, NULL, NULL, 0)) != DS_OK)
        {
            if (hresult != DSERR_BUFFERLOST)
            {
                Con_Printf ("S_ClearBuffer: DS::Lock Sound Buffer Failed\n");
                S_Shutdown ();
                return;
            }

            if (++reps > 10000)
            {
                Con_Printf ("S_ClearBuffer: DS: couldn't restore buffer\n");
                S_Shutdown ();
                return;
            }
        }
        Q_memset(pData, clear, shm->samples * shm->samplebits/8);

        pDSBuf->lpVtbl->Unlock(pDSBuf, pData, dwSize, NULL, 0);

    }
    else
#endif
    {
        Q_memset(shm->buffer, clear, shm->samples * shm->samplebits/8);
    }
}


/*
=================
S_StaticSound
=================
*/
void S_StaticSound (sfx_t *sfx, vec3_t origin, float vol, float attenuation)
{
    channel_t	    *ss;
    sfxcache_t		*sc;

    if (!sfx) return;

    if (total_channels >= MAX_CHANNELS)
    {
        Con_Printf ("total_channels >= MAX_CHANNELS: %i\n", total_channels);
        return;
    }
    ss = &channels[total_channels];
    total_channels++;

    sc = S_LoadSound (sfx);
    if (!sc) return;

    if (sc->loopstart == -1)
    {
        Con_Printf ("Sound %s not looped\n", sfx->name);
        return;
    }
    ss->sfx = sfx;
    VectorCopy (origin, ss->origin);
    ss->master_vol = vol;
    ss->dist_mult = (attenuation/64) / sound_nominal_clip_dist;
    ss->end = paintedtime + sc->length;

    SND_Spatialize (ss);
}


//=============================================================================

/*
===================
S_UpdateAmbientSounds
===================
*/
void S_UpdateAmbientSounds (void)
{
    mleaf_t		*l;
    float		vol;
    int			ambient_channel;
    channel_t	*chan;

    if (!snd_ambient) return;

// calc ambient sound levels
    if (!cl.worldmodel) return;

    l = Mod_PointInLeaf (listener_origin, cl.worldmodel);

    if (!l || !ambient_level.value)
    {
        for (ambient_channel = 0 ; ambient_channel< NUM_AMBIENTS ; ambient_channel++)
        {
            channels[ambient_channel].sfx = NULL;
        }
        return;
    }

    for (ambient_channel = 0 ; ambient_channel< NUM_AMBIENTS ; ambient_channel++)
    {
        chan = &channels[ambient_channel];
        chan->sfx = ambient_sfx[ambient_channel];

        vol = ambient_level.value * l->ambient_sound_level[ambient_channel];

        if (vol < 8)
        {
            vol = 0;
        }

        // don't adjust volume too fast
        if (chan->master_vol < vol)
        {
            chan->master_vol += host_frametime * ambient_fade.value;

            if (chan->master_vol > vol)
            {
                chan->master_vol = vol;
            }
        }
        else if (chan->master_vol > vol)
        {
            chan->master_vol -= host_frametime * ambient_fade.value;

            if (chan->master_vol < vol)
            {
                chan->master_vol = vol;
            }
        }
        chan->leftvol = chan->rightvol = chan->master_vol;
    }
}


/*
============
S_Update

Called once each time through the main loop
============
*/
void S_Update(vec3_t origin, vec3_t forward, vec3_t right, vec3_t up)
{
    int			    i, j;
    int			    total;
    channel_t	    *ch;
    channel_t	    *combine;
    float           listener[6];
    float           zero[3] = { 0, 0, 0 };

    if (!sound_started || (snd_blocked > 0))
        return;

    VectorCopy(origin, listener_origin);
    VectorCopy(forward, listener_forward);
    VectorCopy(right, listener_right);
    VectorCopy(up, listener_up);
#ifdef OPENAL
    alListenerfv(AL_POSITION, listener_origin);
    listener[0] = listener_forward[0];
    listener[1] = listener_forward[1];
    listener[2] = listener_forward[2];
    listener[3] = listener_up[0];
    listener[4] = listener_up[1];
    listener[5] = listener_up[2];
    alListenerfv(AL_ORIENTATION, listener);
    alListenerfv(AL_VELOCITY, zero);
    checkerror();
#endif
// update general area ambient sound sources
    S_UpdateAmbientSounds ();

    combine = NULL;

// update spatialization for static and dynamic sounds
    ch = channels + NUM_AMBIENTS;

    for (i=NUM_AMBIENTS ; i<total_channels; i++, ch++)
    {
        if (!ch->sfx) continue;

        SND_Spatialize(ch);         // respatialize channel

        if (!ch->leftvol && !ch->rightvol) continue;

        // try to combine static sounds with a previous channel of the same
        // sound effect so we don't mix five torches every frame
        if (i >= MAX_DYNAMIC_CHANNELS + NUM_AMBIENTS)
        {
            // see if it can just use the last one
            if (combine && combine->sfx == ch->sfx)
            {
                combine->leftvol += ch->leftvol;
                combine->rightvol += ch->rightvol;
                ch->leftvol = ch->rightvol = 0;
                continue;
            }

            // search for one
            combine = channels + MAX_DYNAMIC_CHANNELS + NUM_AMBIENTS;

            for (j=MAX_DYNAMIC_CHANNELS + NUM_AMBIENTS ; j<i; j++, combine++)
            {
                if (combine->sfx == ch->sfx) break;
            }

            if (j == total_channels)
            {
                combine = NULL;
            }
            else
            {
                if (combine != ch)
                {
                    combine->leftvol += ch->leftvol;
                    combine->rightvol += ch->rightvol;
                    ch->leftvol = ch->rightvol = 0;
                }
                continue;
            }
        }
    }

//
// debugging output
//
    if (snd_show.value)
    {
        total = 0;
        ch = channels;

        for (i=0 ; i<total_channels; i++, ch++)
        {
            if (ch->sfx && (ch->leftvol || ch->rightvol) )
            {
                //Con_Printf ("%3i %3i %s\n", ch->leftvol, ch->rightvol, ch->sfx->name);
                total++;
            }
        }
        Con_Printf ("----(%i)----\n", total);
    }

// mix some sound
    S_Update_();
}

void GetSoundtime(void)
{
    int		        samplepos;
    static	int		buffers;
    static	int		oldsamplepos;
    int		        fullsamples;

    fullsamples = shm->samples / shm->channels;

// it is possible to miscount buffers if it has wrapped twice between
// calls to S_Update.  Oh well.
#ifdef __sun__
    soundtime = SNDDMA_GetSamples();
#else
    samplepos = SNDDMA_GetDMAPos();

    if (samplepos < oldsamplepos)
    {
        buffers++;					// buffer wrapped

        if (paintedtime > 0x40000000)
        {
            // time to chop things off to avoid 32 bit limits
            buffers = 0;
            paintedtime = fullsamples;
            S_StopAllSounds (true);
        }
    }
    oldsamplepos = samplepos;

    soundtime = buffers*fullsamples + samplepos/shm->channels;
#endif
}

void S_ExtraUpdate (void)
{
#ifdef _WIN32
    IN_Accumulate ();
#endif

    if (!snd_noextraupdate.value)
    {
        S_Update_();
    }
}

void S_Update_(void)
{
#ifndef SDL
    unsigned        endtime;
    int				samps;

    if (!sound_started || (snd_blocked > 0)) return;

// OPENAL no need to do anything here
#ifndef OPENAL

// Updates DMA time
    GetSoundtime();

// check to make sure that we haven't overshot
    if (paintedtime < soundtime)
    {
        //Con_Printf ("S_Update_ : overflow\n");
        paintedtime = soundtime;
    }

// mix ahead of current position
    endtime = soundtime + _snd_mixahead.value * shm->speed;
    samps = shm->samples >> (shm->channels-1);

    if (endtime - (unsigned int) soundtime > samps)
    {
        endtime = (unsigned int) soundtime + samps;
    }

#ifdef _WIN32
// if the buffer was lost or stopped, restore it and/or restart it
    {
        DWORD	dwStatus;

        if (pDSBuf)
        {
            if (pDSBuf->lpVtbl->GetStatus (pDSBuf, &dwStatus) != DD_OK)
            {
                Con_Printf ("Couldn't get sound buffer status\n");
            }

            if (dwStatus & DSBSTATUS_BUFFERLOST)
            {
                pDSBuf->lpVtbl->Restore (pDSBuf);
            }

            if (!(dwStatus & DSBSTATUS_PLAYING))
            {
                pDSBuf->lpVtbl->Play(pDSBuf, 0, 0, DSBPLAY_LOOPING);
            }
        }
    }
#endif
    S_PaintChannels (endtime);

    SNDDMA_Submit ();
#endif /* ! SDL */
#endif /* ! OPENAL */
}

/*
===============================================================================

console functions

===============================================================================
*/

void S_Play(void)
{
    static int hash=345;
    int 	i;
    char name[256];
    sfx_t	*sfx;

    i = 1;
    while (i<Cmd_Argc())
    {
        if (!Q_strrchr(Cmd_Argv(i), '.'))
        {
            Q_strncpy(name, Cmd_Argv(i),sizeof(name));
            Q_strncat(name, ".wav",sizeof(name));
        }
        else
            Q_strncpy(name, Cmd_Argv(i),sizeof(name));
        sfx = S_PrecacheSound(name);
        S_StartSound(hash++, 0, sfx, listener_origin, 1.0, 1.0);
        i++;
    }
}

void S_PlayVol(void)
{
    static int hash=543;
    int i;
    float vol;
    char name[256];
    sfx_t	*sfx;

    i = 1;
    while (i<Cmd_Argc())
    {
        if (!Q_strrchr(Cmd_Argv(i), '.'))
        {
            Q_strncpy(name, Cmd_Argv(i),sizeof(name));
            Q_strncat(name, ".wav",sizeof(name));
        }
        else
            Q_strncpy(name, Cmd_Argv(i),sizeof(name));
        sfx = S_PrecacheSound(name);
        vol = Q_atof(Cmd_Argv(i+1));
        S_StartSound(hash++, 0, sfx, listener_origin, vol, 1.0);
        i+=2;
    }
}

void S_SoundList(void)
{
    int		i;
    sfx_t	*sfx;
    sfxcache_t	*sc;
    int		size, total;

    total = 0;
    for (sfx=known_sfx, i=0 ; i<num_sfx ; i++, sfx++)
    {
        sc = Cache_Check (&sfx->cache);
        if (!sc)
            continue;
        size = sc->length*sc->width*(sc->stereo+1);
        total += size;
        if (sc->loopstart >= 0)
            Con_Printf ("L");
        else
            Con_Printf (" ");
        Con_Printf("(%2db) %6i : %s\n",sc->width*8,  size, sfx->name);
    }
    Con_Printf ("Total resident: %i\n", total);
}


void S_LocalSound (char *sound)
{
    sfx_t	*sfx;

    if (nosound.value)
        return;
    if (!sound_started)
        return;

    sfx = S_PrecacheSound (sound);
    if (!sfx)
    {
        Con_Printf ("S_LocalSound: can't cache %s\n", sound);
        return;
    }
    S_StartSound (cl.viewentity, -1, sfx, vec3_origin, 1, 1);
}


void S_ClearPrecache (void)
{
}


void S_BeginPrecaching (void)
{
}


void S_EndPrecaching (void)
{
}

